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Old Dec 17, 2006, 03:42 PM // 15:42   #21
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Unskilled people are not suposed to complete DoA, so don't make it easier.
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Old Dec 17, 2006, 04:22 PM // 16:22   #22
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12 man limit will be the only way to salvage the intrest in DoA after the Mallyx travesty.

I rarely see people selling gems now...I bet someone will have a Tormented weapon...by next summer...
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Old Dec 17, 2006, 04:40 PM // 16:40   #23
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The only difference 12-man would make, is that trapper groups would be looking for 12 trappers, instead of 8.

The rest wouldn't change even a bit.

If something hits your for 400-600, 8, 12, 16 or 64 person group makes no difference. They still get hit for 400-600. And with all the AoE and agro management, you'd gain nothing, just make it worse.

As it happens, 12 person would be even worse. You can bond 8 person group, but you can't bond 12 person group. You'd need two bonders, and have much harder time managing the enchants, and heal.

The damage output produced by a semi-balanced 8-person party is more than adequate to kill anything in DoA. It's the team play that kills groups. The reason groups exploit NT is because they fail at agro management, not because they'd lack the damage output.

And having 5 monks wouldn't change anything. Unless your team can already manage the damage taken in that place, having more healers is simply redundant.

But hey, let them make it 12-person. Then the whole new wave of complaints will start at how the place is impossible even with 12-person groups.
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Old Dec 17, 2006, 06:29 PM // 18:29   #24
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Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
Seconded that. Razah is simply in wrong place, give us chance rescue him!
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Old Dec 17, 2006, 07:05 PM // 19:05   #25
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Quote:
Originally Posted by Antheus
And having 5 monks wouldn't change anything. Unless your team can already manage the damage taken in that place, having more healers is simply redundant.
While I disagree with almost every part of your post, this sentence strikes me as the most ridiculous. Not only would a 12-man farm group probably not use 5 monks, if they did it would hardly be redundant. I'm not sure I understand how you think a monk responsible for healing one or two people is somehow redundant-- it certainly isn't from a energy standpoint. Or how having an extra three monks just standing totally out of the aggro chaining heal party wouldn't help.

If you were out to cut down on the mission time, you wouldn't be stacking out 5 monks anyway. The additional players wouldn't even have to be in the aggro at all. It would even be easier with just four more bodies standing around with succor tossed on somebody or tainted flesh, or holy wrath just for shizzles and giggles.

The non-aggro group could merely be carrying spirits or setting traps in case the primary group retreats. Four extra bodies hardly makes DoA more difficult, quite the opposite.
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Old Dec 17, 2006, 07:10 PM // 19:10   #26
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Quote:
Originally Posted by Navaros
What they should do is make DoA be 12 men permanently and then have "8 man DoA weekends" every couple of months.
That makes no sense. If it were 12 member group then only bringing 8 people would always be an option.

As for the 12 person weekend event, well it just doesn't seem like all that much of an event.

/notsigned

Last edited by Sol_Vie; Dec 17, 2006 at 07:13 PM // 19:13..
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Old Dec 17, 2006, 07:12 PM // 19:12   #27
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Lol, I love how the suggestion is to change it for a weekend, and half the posts are complaining how doing so would ruin the game for ever. Over exaggeration on everyones part here (including me )
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Old Dec 17, 2006, 07:51 PM // 19:51   #28
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/signed but why make it a weekend?

After all if some players want to make still hard then they can still go in with 8 players and just get more gems and stuff.
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